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LordGlint

LordGlint

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LordGlint
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  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541985#Comment_1541985

    Haven’t seen you in a while.

    Also OP I have it turned off as Killer, simply to support the console players who have it turned off as well, plus my queue times as Killer are instant no matter what. If I leave it on as Killer, I seem to get mostly PC survivors.

    How do you know they're PC players and not just on one of the other consoles?

  • It wouldnt even be possible to have crossplay for SWFs and not for solo Q while still making lobbys. If I queue up with 2 friends on a different platform for myself, what platform would the solo Q random play on that we'd have to get grouped with to form a team of 4?

  • @honestscript said:

    I played against a hag that was doing instant hits and instant teleports as soon as a trap was popped.

    No clue if it was add-ons or something to do with a pc setup.

    Its pretty common for hag players to start mashing the button early (often times the mouse wheel) so they can teleport as soon as the trap that your walking toward to trigger.

  • @C_Frank said:

    1. CrossPLay default is off, priority for those of us who do not have it activated in matchmaking. Same platform have priority to play together
    2. This console players play like rank 15. I die in 1 hook. Their chases lasted less than 10 seconds.
    3. SWF can invite cross-play. Point 1.

    If you dont want to play with them, why not just turn off crossplay yourself?

  • Its pretty common to rebind to mousewheel so you can just start rolling it it advance. Its not a hack or anything.

  • It really depends on what the addon is. Most red addons arnt really OP with most of em either having kinda gimmicky effects or having large downsides. Amanda's letter for example on Pig gives you abit of aura reading while crouching in exchange for reducing the amount of traps she has from 4 to 1 and making that 1 trap VERY easy to get off since theres only 2 jigsaw boxes.

    As far as how to counter the addons, much of that comes down to the same thing as countering the killer's perks as well...by identifying what your up against. Using Amanda's letter as an example, if you see theres only 2 jigsaw boxes...you know what shes got in which the only thing it's really going to effect is knowing that you cant stealth around her while shes very closeby while crouched.

  • @Sheridan_LT said:

    Yeah guys urr... Trying not to feed him IS IMPOSSIBLE. Especially in non-SWF solo queue, sometimes dudes just feed him and he tends to use the Evil off of one guy to chase another, basically effing you over even in the best break LOS and loops.

    He WILL build Evil 3, no matter what you do. And you guys are saying he doesn't get a speed increase with EW 2-3 at all, but I SWEAR TO FREAKING GOD I saw him move 150% his speed straight up on Evil 3, EVERY single time.

    His speed at both EW2 and 3 is 4.6 m/s, which is the exact same as the majority of the cast. His speed at EW1 is 4.2 m/s, which is just BARELY faster than a survivor. Theres a chance maybe the Myers you were facing was using perks like Play with your food to increase movement speed.

  • Really just depends on the players. My job as a killer is to kill, and if your job as a survivor is to fix gens, save each other and try to escape... sounds like a good game SWFs or not. Its when I spawn into a match and have survivors track me down with the sole intention of annoying the ######### out of me that it becomes a game id rather not have. You end up getting people trying to set each other up for head-on stuns or spamming fast vaults in the distance so I have constant explosion sounds in my ears while im trying to chase someone. Even if I kill them... it was a team of people who's goal wasn't to get out to begin with. Stopping gens from popping against people who werent gonna bother touching them doesnt make the game any more fun.

  • @Pryzm said:

    Wait, has anyone even looked up population ratios? This game is pretty on par here.

    18 characters with 8 people of color. Considering whites make up around 70%.

    I'm honestly not concerned with the race of the character, just want goo lore and perks.

    Asian

    Jake, Yui, Feng

    Black

    Tapp, Claudette, Adam

    Hispanic

    Jane

    Arabic

    Zarin

    White

    Dwight, Meg, Nea, Bill, Quentin, David, Jeff, Nancy, Ash, Ace, Lori

    Killers may be less diverse. Off the top of my head, there are only the following: Doc, Wraith, Spirit, Oni, one of Legion, Plague....perhaps, she could be anything. Oh, and demogorgan......he's one of a kind.

    Forgot Hag

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528597#Comment_1528597

    lol that's still not how it works. You just get 6 attempts to pull off a 16% chance escape. Where is 64.87% coming from?

    Thats the chance of at least 1 of the attempts being successful. I know each individual attempt isnt affected by the others, but you can still do the math to determine your likeliness overall. If you have a 16% chance of success and 6 attempts at that 16%... It ends up being a 64.87% that at least 1 of your 6 attempts will be successful.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528184#Comment_1528184

    https://forum.deadbydaylight.com/en/discussion/comment/1528318#Comment_1528318

    I'mma need both of yall to go back to school because that's not how probability works.

    Failing the first attempt does not stack with the 2nd attempt and each attempt after. It stays 16% for each attempt

    im not saying they stack or anything, im saying you have a 64.87% chance of at least 1 of them to succeed if you have 6 attempts at 16% each.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528120#Comment_1528120

    Like i said, its more or less a 50/50. But you also risk the remaining 50% of your life by it. I dont think it is worth it. Especially when you also put in calculation that you have to use a perkslot and the offerings for it. And the time you might safe because a teammate does not have to unhook you is also only in 50% of the time.

    Assuming 16% per attempt... thats 64.87% chance of success. I get your point though that its still a decent chance of failing. The strength lies in no one having downtime off gens. After the first hook the game slows down SIGNIFICANTLY due to 1 person being on hook and one person having to get off a gen to go save them. You change from 1 person being chased and 3 on gens to 1 person getting chased and 1 on gens. If you can simply self unhook as soon as the killer walks away... that means you can maintain the high genspeed that would normally slow down after the first hook.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1527832#Comment_1527832

    It has been ages since i had probability calculation at study but I think you overestimate luck offerings and Slippery Meat quite a bit. It is also definitly no where near a Deliverance. Your normal chance of Kobe is 4% and if they all bring the best luck offering, a single self unhook attempt is still only 16%.

    This means, it would take 13 attemps to just have a 90% chance of kobe which is still not a guaranteed kobe. Having more or less a 50/50 when you do the 6 attemps to risk beeing on deathook if it fails is absolutly not worth it.

    In my opinion you wasted your time camping the survivor. Let them kobe, they gain nothing if they try.

    Chance wise its like rolling a 6 sided dye trying to land on 1...and having 6 attempts at getting it. Thats actually pretty good.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528063#Comment_1528063

    Imagine this guy posting a thread saying "Because deliverance exists, I am camping every survivor to half after the first survivor gets unhooked" and that's about what this thread is. And that's if deliverance could fail; while also putting you to death stage immediately when it does.

    A perk EXISTING isnt changing the killer's playstyle, OP was just reacting to the information given. There was no guessing on what the survivor's intentions were since luck has VERY few things it effects so you can have a pretty good idea what a survivors intentions are if you see an offering screen like that. If you see me trapping a dull totem for example... its not a crazy thought that I might be preparing for NOED and you should act to counter it.

  • @RakimSockem said:

    1. The 4th perk wasn't specified by the OP nor how many people were running it which is why I asked for clarity
    2. Actually in this case, those "meta perks" are clearly a part of the meme. You unhook yourself if it works, then when the killer inevitably comes back to tunnel you, you either hit them with DS, or they leave you and you get up with Unbreakable. That's the meme. It doesn't work without those 2 perks. This strategy literally provides no tactical advantage and if anything, gets you killed faster.
    3. It also isn't even a guarantee that slippery meat will get you off the hook even with the luck offerings so it's literally just a meme build to see if you can pull it off.

    @SquirrelKnight @johnmwarner

    Everyone unhooking themselves offers a very strong tactical advantage actually. If no one has to get off a gen to do half of the unhooks in the game... it allows them to stick on gens more.

  • @RoMainPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052760#Comment_1052760

    People did it all the time in the old days before SWF was a thing, I believe that's part of the reason they added the function actually.

    This thread got necroed...let it die. Dont respond to 6+ month old posts.

  • This would just further incentivize people to avoid cleansing dull totems.

  • @Mikeyjanuary11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477826#Comment_1477826

    Hillbilly: constantly tap-buzzing chainsaw

    Trapper: constantly steps on his own traps

    Ghostface: t-bag and nod

    Deathslinger: maybe if you shoot a bunch of times, people might interpret the distant gunshot as friendliness?

    I think the rest of the killers can only nod and hope people understand.

    I tend to dance with Clown by spamming the reload button so he does a little shuffle.

  • Wish theyd be easier seen in the actual game. I can easily tell if someone is running around with a medkit or toolbox in their hand, but often times the key is so UNnoticable that I dont know someone has plundered one from a chest til I see people's icons say theyre escaping while 2 gens are still left.

  • @Swiftblade131 said:

    I'm personally on break for a little bit.

    I might comeback whenever my CIV 5 match ends, me and some friends are playing domination only, so it might take a while.

    See ya when Spring Trap gets added xD

    Im on a FORCED break myself. My PC started smoking this morning... So until I can get it fixed, no DBD for me.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454845#Comment_1454845

    Always. I am just looking back at their track record and making expectations from there. Better to have a low expectations and be pleasantly surprised if stuff works well.

    I just try not to jump to conclusions about anything until I can get my hands on it myself anymore. If the profile pic wasnt a dead giveaway, I've got a soft spot for Freddy although I dont play him much now days. I like to think I mastered his old version QUITE well and when they announced the changes to him... I immediately thought of it as a nerf. I was pleasently surprised after I had time to get use to the new playstyle which was very unlike my hit and run tactics as old Freddy. I've of course also had instances where I thought HIGHLY of something upon announcement, only to be disappointed when I got to use it.

  • @huntressmain03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455439#Comment_1455439

    OK but if i down someone with SB does it transfer into when they're off the hook? So would it be applied if i down them with a normal hit, then they get taken off the hook?

    Yes, it WOULD take them longer to heal up, however your missing the point. Typically people heal up after an unhook so all your doing is buying yourself 4 second intervals per hook as opposed to buying yourself 20 seconds with something like Pop. Sloppy is handy at insuring the person is still injured next time you meet them. Whenever I play something like Jumpscare myers, it gives me time to interrupt the healing after the unhook so the 2 survivors have to split up without finishing it. The idea is to keep people constantly injured as opposed to just buying 4 seconds.

  • @huntressmain03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455405#Comment_1455405

    I did not know that actually, thanks! I don't use him much it was just an example but that's very useful to know thank you

    Its actually a better perk on hit and run playstyles like Jumpscare Myers, Wraith or (depending on how ya play him) Ghostface. If your intentions is to try to catch people injured for a chase later on...its handy.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455225#Comment_1455225

    They confirmed September for cross-progression for PC, Stadia, and Switch. However, judging from this part of their post, cross-progression isn't coming to the other platforms this year, if at all. If they were confident we would have it by September or October, there's no way they would have worded it in a way that made it seem it was completely unlikely.

    Just means its possible but they haven't gotten agreements from all parties yet. This isn't a technical issue but a legal one.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455218#Comment_1455218

    Not him obviously, but I played billy to get my adept with him and in my experience I felt he was too easy to play for the things he offers. I found his adept especially difficult not because he was hard, but because my games ended to quickly. All I had to do was find a survivor and chainsaw him depending on how close he was to a loop.

    What rank was this at?

  • Theyre getting there, this was just an update mostly. From what I can see, if all goes well... I'd give it around September or October.

  • @anarchy753 said:

    I agree that it's overwhelmingly strong, especially because its only downside is negligible when you stack it with "faster stalk."

    I think that it's fine when it's with his other ultra rare because it takes an oppressively long time to stalk, penalises your speed, and survivors can basically get the gens done before you pop, but its own innate downside is not strong enough to balance it.

    Kinda gotta ask yourself if its REALLY stronger when you can just use 2 faster stalk addons and pop normal timed T3 like 4 times in the timespan of hitting that permanent T3.

  • @Rivyn said:

    @LordGlint O, I know they aren't exactly placed at crazy loops. And I do agree that you can usually run them twice before dropping one. That's still a lot of pallets to power through before rendering the area a dead zone, and by then, you could have two gens popping.

    I personally don't mind Purgation all that much, except when I'm silly and wiff a swing to fall down into the basement. But the general idea is that all the map changes really did was shove tilesets closer together, and allow more pallets to be chained. Preschool variations do this as well.

    I think my real issue with Purgation, is that at least half the pallets can't be mindgamed. All those low wall make it nearly impossible, unless you get lucky and have a tree spawn in. So, again, you're stuck powering your way through and looking for that pallet drop. It's not particularly fun.

    Generally theres about 2, maybe 3 pallets around a gen before you render that area a dead zone and those pallets tend to last roughly 10 seconds each. I tend to keep an eye on the ones closest to the main building since the gen in the downstairs of the building is basicly a built in deadzone and the building itself limits where survivors can run to if their doing the gens in the surrounding area. With all this in mind, even if your "powering through" 2 or 3 of these pallets...thats still not alot of time invested and you shouldnt be losing 2 or 3 gens for that.

  • @HarleyQuinn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455023#Comment_1455023

    And I love this too! Mori’s can be fun. I think if it’s a well fought match and I lose (I’m just a casual ol solo queue player anyway), then fine. Mori me lol. It’s a cool animation and fun way to die compared to the hook. But I see a lot of people use the ebony in a way that completely sucks the fun outta the match. Glad to hear there’s killers like you :)

    For the most part they just collect dust in my inventory and I try not to buy a 7k item from the bloodweb that I dont wanna use. I WILL pop on a yellow mori from time to time so I can do the cool animation without really affecting the match. I'm one of those though that will be QUITE happy if they rework both moris and keys one day.

  • @HarleyQuinn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1455012#Comment_1455012

    Lmao. I like this. Some survivors rightfully deserve to be straight up mori’d off first hook 😂

    I sometimes bring it along just incase. I remember awhile back seeing a 4 man SWF come into the lobby as identical looking Claudettes. Went ahead and brought the mori because I didnt wanna deal with any DS shenanigans if I cant tell who was freshly unhooked and who was the unhooker ect. Turns out it was a fairly normal game and I didnt actually mori anyone, just hooked like normal.

  • @Rivyn said:

    Then you have maps like the Temple of Purgation where a pallet spawns at every possible tileset.

    I approve of smaller maps, but sometimes the size reduction isn't even noticed when you have crazy tile set placements that make for incredibly long loops.

    In all fairness on Temple... those pallets are generally on the most BASIC of loops meaning theres often not a window around or anything to extend them for any real length of time. Unlike pallets at Jungle gyms that you dont have to throw for awhile, the pallets at Temple are good for 1 or 2 loops in a circle before theyre tossed. This is completely looking past the ones in the main building that are 100% useless and makes the entire downstairs a giant deathzone if the killer finds you down there.

    As a killer main...Temple is generally one of my favorite maps to play on since it's generally easy to clear the pallets that ARE there and you never have to chase a survivor for very long to make progress on that front. If you know to keep your chases short and drop chase before you waste too much time on 1 survivor...you'll do fine.

  • @Rivyn said:

    @Predated Few points I feel you made don't mesh up.

    1) SWF doesn't need to work 'perfectly' together to dominate. That friend that told you where the totem was, even if it wasn't in the spot he thought, still gave you the general location. Unhook, spend thirty seconds looking, find it, pop it. Most totems spawn in the open, so it's not like it'll take long. So, if your bud hadn't told you, would you have found it in a similar time frame? You may, you may not. However, it would have been more on luck if you did. That's the issue with SWF. You don't need to have perfect teamwork. A simple 'hex that way' or 'trap by window' or 'killer moving off' can be enough to throw a match. Sure, I'll agree that altruism is often the downfall of less experienced SWF, but it's not them that leave the lasting impression.

    2) 'Unbreakable and DS are only slightly powerful when applied together.' Do we play the same game? Both together can be game changers. DS allows survivors to do objectives without fear of hooking. Unbreakable allows them to counter slugging. How can that be 'slightly powerful?'

    3) The problem I have with the killrate statistics, is it doesn't differentiate between ranks, instead taking the whole. A map with 55% kill rate, for instance. Are we talking new players, mid ranks, or high ranks? How many hook suicides? Who was farmed? Was somebody tunneled out early? A lot goes into the equation, yet the kill rate data just lumps it all in together. If it was broken down, I'd hazard to guess that data would change.

    4) Your final paragraph is iffy. Survivors can indeed make many mistakes in a match. That's why they load out on second chance perks, so they can make said mistakes, and still keep going. Recently got unhooked, but want that gen? DS protects you. Still want that gen? No worries, you have Unbreakable. Pumped out the gens like crazy? Adrenaline gives you both a free health state and sprint burst! See your buddy being carried to a hook? Let's just give them BT knowing they'll body block for you so as not to receive punishment; and hey, BT is unlimited usage, so lets keep doing that!

    My point is, perks have a lot to do with it. At higher ranks, a killer is playing on the survivors time card. A killer makes one bad loop, two gens pop. Survivors, again, can rely on perks to get them out of tough spots.

    'If you are facing a team and you cant even get 2 kills, that's 100% on you not being skilled enough to defeat the team you were facing against. Doesnt have anything to do with perks...' This is just incredibly wrong, here. Or lack the experience, I don't know. Sure, you'll have bad matches out there, but to say that perks don't account for that is silly. DH can extend a chase to twice as long when used correctly, for instance. All the second chance perks forgive mistakes, and can even be weaponized. This goes back to my original point, it's killers that play by the survivors given time, and that time can be shortened when you take into account meta builds.

    '...doesnt have anything to do with SWF. Even the sweatiest SWF can be beaten by any killer in the game.' Facepalmed at this. SWF gives a huge advantage, even if it's not always capitalized on. And the 'sweatiest SWF' will come out on top against the majority of the killer roster. There is a reason why Nurse, Spirit, Old Billy, and to a lesser extent, Freddy, are considered top of the class. Because they can manage the map, and keep even the best survivor players on their toes. Throw a Trapper against the best SWF, they'll be out the door in four minutes. Bubba? Plague? Deathslinger? Similar stories. Ignoring the impact SWF has is wrong.

    Now, I do agree with you that survivors by themselves aren't overpowered. But there are certain variables that do tilt matches in their favor, whether capitalized upon or not.

    I agree with some of your points here...DS, unbreakable, BT, ect are infact strong can personally I'd be very much in favor of reeling DS back so it can work as an anti-tunnel perk rather than punish me for yanking a survivor off a gen after they got unhooked 59 seconds ago. To claim that most of the killer roster are incapable of holding their own against strong teams though is silly. Its very easy to look past the teams you steamroll while looking at the ones that gave you a hard time and say "THERES the boogyman SWFs team I was warned about". In truth, we're all gonna have our rough matches and its not because we picked the wrong character. I've humbled MANY SWFs teams as Bubba...its kinda fun. While I believe there is room for improvements in some areas, the game overall is in a pretty good spot (not talking about bugs...fix the bugs plz, lol).

    As far as killrate goes, theres a giant elephant in the room.

    95390681_3813252178748104_4835153643579637760_o.jpg 349443aa-4412-4830-8917-279ee488d368.jpeg

    How are we suppose to measure killrates accurately when matchmaking like this is so prevalent. Today I kept trying to solo Q as a rank 5 survivor, only to get placed with abunch of people (both killer AND survivor) who were rank 14-16. The queue times werent long for me or anything, but it sure made sense why I couldnt count on my teammates for ANYTHING once I saw the scorecard at the end. This is why killrates in general should be taken with the BIGGEST pinch of salt and hopefully matchmaking is fixed with upcoming updates.

  • Not really. Window vaulting is among the most basic of survivor actions and putting a cooldown on vaulting ENTIRELY would be more akin to if your basic M1 attack had a cooldown. Cooldowns on powers (Sprit's phase for example) would be more comparable to cooldown on exhaustion perks (Sprint burst for example).

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454920#Comment_1454920

    https://us.v-cdn.net/6030815/uploads/6LOHPFI3MNFV/image.png

    This is just one example of SEVERAL

    In myers' house there is a window that the killer cannot jump into the window 2 times in a row .. this loop can be easily abused if you know how to loop.

    If you have scenerios like this, it needs to be addressed on the individual lvl. The devs have been pretty good at boarding up windows that are too strong. If any window is impossible to play against in that a chase can't even be established in thus entity blockers arnt implemented... I'd suggest making a video showcasing that and posting about it. Seeing their fix on structures like Wretched shop's double windows having one boarded up showcase that the devs DO try to make it fair, although admittedly...its very possible they miss locations. We should act to RESPECTFULLY bring up the individual locations with screenshots/video/ect so that everyone is clear exactly what we're talking about and they can be adjusted.

  • Punctuation...please. This is SO hard to make sense of.

  • Feel free to post a screenshot of one if you know of it.

  • @UnchainedPredator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451878#Comment_1451878

    I got the name of it wrong. My bad. But the described issue is still a big thing that needs fixing

    Can you maybe describe the loop your having a hard time on? Often times loops that APPEAR broken and unmindgameable have an approach that you might not have realized.

  • @DBD_Noobinoob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454182#Comment_1454182

    Yeah, but I feel Michael's insta ability is pretty balanced with him having to stalk to get it, considering his strong lunge attack these two factors balance out nicely. Without the stalking part though... My group of 3 definitely is a patotoe crew :) We tried to get as far away from him as possible to do those gens and to do single gens far away from each other, but he'd always get one who then needed to be rescued and well, we had many gens at 50% but few finished. Guess we'll focus more on gen rush next time. Thanks!

    The amount of extra time it takes to get it is what makes it balanced. Ideally against Mikey in general, you want to block LOS as much as possible to make it hard for him to stalk. If you see him stalking you around a loop...he's not moving fast. You can crouchwalk behind waist high debris at a loop and move faster than a stalking Mikey. To give you some numbers to work with... At base, it takes Mikey 5 seconds to hit T3 from T2. With the memorial flower+J. Myers memorial, you can bump it down to 3.2 seconds. Compare this to the amount of stalk needed for the red addon. Assuming your combining it with the J myers memorial to make it abit easier to fill the bar, your still stalking for I wanna say 12.5 seconds from T2 to T3. You cant even get all that from 1 survivor. Each survivor has 10 "stalk points" and for Myers to get from T1 to infinite T3 with that addon, he needs a total of 20 stalk points. Thats alot of time Myers is trying to stare at people as opposed to hitting them and hooking them. This means teams have alot less early pressure on them because they dont have to heal as much and dont have to unhook as much.

    In short...while yes the red addon is pretty strong, its not OVERLY strong in that with the amount of stalking that needs to happen to achieve it, you could pop a timed T3 multiple times and get better pressure earlier on.

  • Anytime someone is put into a situation where the only way they can leave the game is via DC...its a hostage situation. It would ALSO be considered working with the killer. Farming in general (allowing someone to pallet stun you so they get BPs before going ahead and getting that 4k) is fine, but when its at the expense of another player, then it falls under griefing.

    If you look under the griefing section of this... you'll see what I'm talking about.

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    Hello, good people of the fog!

    We now have a team Associate Community Managers, as well as an updated in-game report system.
    With your help, we will be able to find the players who are creating a bad game experience and punish them appropriately, making the game a better place.

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    In-game report REQUIRED / Customer Support ticket REQUIRED

    Threats

    Excessive and serious threats against someone, including DOX threats, life threats, disclosing private information, etc.
    You can fill a support ticket to provide more information, Screenshots and video are optional, but highly recommended.
    Reminder: everything that happens out of the game should be reported to the appropriate platform. (ie: Twitch, Discord, Steam, Sony, Microsoft)
    In-game report REQUIRED / Customer Support ticket OPTIONAL

    Other Hacks

    In-game report under Unsportsmanlike is MANDATORY
    Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps.
    In-game report REQUIRED / Customer Support ticket REQUIRED

    TEMPORARY BAN

    List of bannable offenses

    24h -> 48h -> 1w -> Permanent

    This is a sliding scale and determined on a case-by-case basis. If an offense is considered to be particularly egregious, the duration of the ban may skip one or more steps in this process.

    Any previous permanent bans on your record will result in all future offenses being a permanent ban.

    Harassment: Communications Abuse

    • Insults, intimidation, hateful speech, repeated harassment
      In-game report REQUIRED / Customer Support ticket OPTIONAL

    Griefing: Intentional Gameplay Abuse

    • Working with the opposite team to gain an advantage or grief teammates
    • Targeting specific users repeatedly in order to ruin their game experience
    • Holding the game hostage
      In-game report REQUIRED / Customer Support ticket OPTIONAL

    Exploits: Abusing bugs or errors in design to gain a competitive advantage

    • Advertising exploits
    • Exploit bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage
      In-game report REQUIRED / Customer Support ticket OPTIONAL

    Specific exploits that we will ban for until they are resolved:

    • Bloodweb Progress/Prestige Exploit
    • 2+ Killer Exploits

    Unsportsmanlike Conduct

    • Botting
    • Lag switching
    • Disconnects (leaving the match before killed or sacrificed) - DO NOT REPORT
      For both Botting and Lag switching, in-game reports are REQUIRED / Customer Support ticket OPTIONAL

    About Disconnects bans - DO NOT REPORT

    Disconnects are handled by the disconnection penalty system. No further action will be taken on reports.

    BAN APPEALS

    Cannot be appealed

    • Temporary bans
    • Social Media bans/blocks (Twitch, Twitter, Facebook, Instagram)
    • Unofficial Fan sites / Fan groups

    Forum bans: APPEALS

    Please contact one of our Community Coordinators. Their contact info can be found here. https://forum.deadbydaylight.com/en/discussion/comment/685031/#Comment_685031

    Permanent bans : APPEALS

    Send a Ticket to support.deadbydaylight.com
    If the ban is an automated EAC ban, please contact EAC directly. https://www.easy.ac/en-us/support/game/contact/appeal/

    Console bans

    The rules are the same as the PC bans

    Crossplatform ban evasion

    Players who have violated our rules multiple times leading to permanent bans could get their access revoked on any accounts they make if the player is seen committing bannable offenses after the very first permanent ban. The structure and severity of these bans are followed throughout any platform.

    Abuse of Support Services

    This includes making false support tickets and lying to support agents. Our agents are always here to help the community. However, those making false tickets just to get a step ahead of everyone else and take advantage hinders our ability to better help everyone. Penalties include suspension of your support services, up to a permanent ban of your in-game account.

    This is a case where OP could rightfully report the survivors AND the killer involved.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454808#Comment_1454808

    Maybe.

    But that's assume BHVR can get their Matchmaking System literally perfected by the time Cross Platform goes Live.

    @Pawcelot said:

    There's no harm in taking breaks. Its healthy. I take a few months off here and there because DbD is a very frustrating game sometimes.

    https://forum.deadbydaylight.com/en/discussion/comment/1454832#Comment_1454832

    While I am excited for the Cross-Play, I have no doubts in my mind that it'll be a utterly broken experience to begin with.

    We'll just have to wait and see once it comes out. I would rather give them the benefit of the doubt and see when it launches rather than jump straight into assuming they'll fail. Overall my thoughts are that you will be placed with people of your own skill lvl once crossplay is released. If that means abunch of console players end up getting deranked abunch til they get partnered with some rank 10 PC players or something...so be it.


  • I have a habit of playing 1 game at a time kinda exclusively, but... I went ahead and booted up Warframe for abit to snag the latest character and play with it and I JUST updated Overwatch. I also still have an entire DLC of the Witcher 3 in my backlog to play through. Theres still alot I wanna do with DBD so its not like I'm tossing it out or anything, but I know how burnout feels. Fortunately I'm a killer main and I always have the option of swapping killers (and with them playstyles) to keep things fresh. Last week I was playing Nurse for abit which is a character I NEVER really played before, so while I DID get my ass handed to me abit...it was a fun change for the night. Managed to go ahead and unlock every perk for her which is an eventual goal of mine for EVERY killer.

    User: "20200718010619_1.jpg"



    I know theres still plenty of killers I can pickup and practice with that would give me similar experiences. Hag's gameplay for example is drastically unique, so I could devote some time to getting use to THAT. This is one reason why games like Overwatch and ESPECIALLY warframe got me hooked for so much...they have many characters with drastically different playstyles to keep things fresh. In the case of Warframe this is extended upon even further by being able to customize your loadout to offer VERY different playstyles between 2 players, even if using the same character.

  • @ThisGuuy83 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454808#Comment_1454808

    Dude there gonna get annihilated! They don't realize there bs tricks they pull on console wont work on people on pc... Lmao

    I dont think it'll be as drastic as you think, especially once the new MMR system is implimented. IDEALLY if everything works ok, you shouldnt be facing opponents who just completely annihilate you. Those players would be outside the range of opponents you face. It might become the case though that alot of players would find themselves with invisible ranks that are much worse after the change than what they're currently seeing now. These players though would be none the wiser to it if the game manages to pair them with players of the same play lvl as them.

  • @BigBrainMegMain said:

    Great...more of the PS4 killer base is dwindling.

    PS4 killers are dying out. Keep in mind, they won't be as cocky if they Opt in for Cross Play.

    PC killers will knock them down. Believe me. I'll remember this...

    From killer to killer, I'll remember this when Cross Play is enabled. I'll keep a lookout for PS4 players. =]

    Kinda looking forward to the wakeup call as PS4 survivors face off against PC killers who have better control over their own characters... but honestly, with the matchmaking change, they probably wont notice a huge change between 1 round to the next. If visual ranks get removed and your just placed against killers along the same ELO, there might not be a huge difference when you face off against a "rank 8" Xbox killer one match, then a "rank 10" PC killer the next.

  • Taking a break when a game is becoming too much isnt a bad thing. I tend to be one that reads alot of the complaints on this forum and just eye roll ALOT of them, but even I took a break from the game for afew months earlier this year. I played some Overwatch and Warframe (which I might go ahead and boot up for abit tonight...) and after 3 months...came back into the game and had a good time. While alot of people will roast the devs for the infamous "play civ" comment...they were right. As with ANY game, if its not fun for you anymore (as what will happen with ANY game after you play it for long enough) take a break for abit.

  • @Throwaway123 said:

    I think this kind of thing being a problem or not really depends on how safe the pallets are. If every pallet is incredibly unsafe to stay at to loop then it's fine to have a lot of them to try to make up for it.

    That was the idea when they reworked the preschool to begin with. They wanted to do away with having just abunch of super safe pallets that HAD to be broken once thrown down, while also adding to the overall number of pallets so you wouldnt have large portions of the map that were just dead zones. The idea being that rather than having 8 pallets on the whole map, but having them being super safe... You'd have like 14 pallets on the map, with MOST of them being playable by the killer without having to kick them.

  • @luvcraft said:

    it's cool, I discover everything late.

    on an unrelated note, anybody see that hilarious "wazzup" Bud Light commercial?? 😀

    Not yet, but I heard it's parodied in Scary movie. No spoilers please if you've seen it.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454488#Comment_1454488

    go on. Tell us how you would have dealt with this setup. Of course I intend from the killer role, you know, the role you clearly have 0 knowledge about.


    While you can argue the structure is strong, this killer also was HORRIBLE at the chase. You can't expect the devs to balance the game in a way that a killer like the one in the video who is running the tile poorly will still get the hit. This was simply a matter of this killer REALLY not knowing how to utilize his power effectively, nor how to run cowtree. A better killer (as in player, not character) couldve scored a hit or forced the pallet down within 15 seconds.

  • @ScottyKenzo said:

    So you are telling me that now it’s fun to play? He is a mix of clown and doctor with teleport, makes no sense, what’s the point of playing clown when you have freddy

    Consistancy. Freddys snares only affect people who are sleeping, so if you happen to find someone who is awake...the entire first part of your chase is as a powerless M1 killer. Clown's bottles dont rely on any special status effect like that...they work on EVERYONE. Freddy also can only trap places that hes already been to, meaning if you dont have survivors that run in circles... they wont run into your snares. Really good survivors are able to link multiple structures together to avoid just looping 1. Clown can toss his bottles ahead of survivors and still get value without having to loop a structure. Overall...Freddy is stronger, but Clown DOES have things he excels at over Freddy.

  • Shrine refreshes every Tuesday, so most people who wanted it noticed it earlier in the week.

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